The purpose of gamification in cryptocurrencies is to improve user engagement through game-thinking (Kabita, 2020; Rodrigues et al., 2019). Yet, it is unclear whether participants are motivated by ...the desire to have fun or to generate money. This study intends to explore the elements that encourage people to participate in cryptocurrency gamification by analysing perceived enjoyment, perceived profitability, and demographic variables. Data was obtained from Thai nationals residing in Thailand who have invested in digital assets or plan to in the future. Using multivariate logistic regression, statistically significant factors were identified. The data indicate that Thai investors’ interest in cryptocurrency gamification increases with age and student status. Also, people are attracted to the gamification of cryptocurrencies since they may be both interesting and lucrative. The study argues that it is essential to assess the risks associated with the gamification of cryptocurrencies. This will ensure that individuals who wish to earn money do not lose it. In addition, the likelihood of financial exploitation through cryptocurrency gaming must be evaluated. This is required because the risk of individuals being victimised through scams increases as the number of persons who play these games grows.
Gamification is a pedagogical strategy for improving the learning environment for students. It has been positioned as a remedy for issues with student engagement, learning, and retention that are ...prevalent in higher education.Although students are only considered to be the consumers of gamification, current implementations of gamification in education place a greater emphasis on the function of game aspects in promoting lower-order learning goals like understanding and remembering. One of the problems with current gamification is the unstructured approach used in game design elements that lead to ineffective outcomes(Sailer, Hense, Mayr, & Mandl, 2017). To overcome the problem, researchers have introduced an innovative approach gamification technique called Station Rotation Gamification (SRG) that has been implemented in 10 weeks of learning in one of the public colleges in Malaysia.Therefore, the purpose of this study is to explore the strengths and challenges of implementing Station Rotation Gamification (SRG). Ten students and two lecturers participated in the semi-structured interview for the study. Surveys on strengths and challenges were also quantitatively administered to the 35 students to support the findings. The interview's findings are categorised into themes and subthemes. The students' challenges in implementingStation Rotation Gamification (SRG) at a public college included increased participation, struggling in finding the answer, longer periods, demonstrating enthusiasm, and completing assignments on time. Moreover, the strengths under the theme of students' motivation are looking excited, consistent effort, eagerness to learn more, and self-regulation.These strengths and challenges were revealed through data analysis using opencoding, axial coding, and selective coding. Quantitative data are assessed and displayed in a table and graph.
Some non-pharmacological techniques have been shown to effectively reduce pain, including cognitive-behavioral therapy, hypnosis, relaxation techniques, and interaction through television, music, and ...storytelling. Recently, new advanced technologies such as virtual reality immersion therapy (VRIT) and simulation for therapy (SFT) have been used in post-burn rehabilitation. Immersive VR is a cognitive–behavioral technique based on distraction used for treating physical and psychological pain. A comprehensive evaluation of nine clinical trials demonstrated that VR technology combined with pharmaceutical analgesics was significantly more effective in reducing pain and anxiety in burn patients. On the other hand, to improve therapeutic effectiveness in rehabilitation settings such as post-burn conditions, the combined use of related methods such as interactive game consoles (IGC) is increasingly used. IGCs are more favored for use in burn rehabilitation because they are less cumbersome than other forms of VR. Virtual reality games can provide practical and attractive therapy that allows the child to amuse by artificial scenes that appear and feel similar to real-world scenes.In general, it can be said that new technological developments, such as interactive virtual reality, gamification, powerful computers, and portable tablets, and their universal popularity, now offer the chance to integrate knowledge from clinical practice, neuroscience knowledge, and design ideas. In addition, the wide range of virtual communication options and computer games provide physicians to choose appropriate tools that help in treatment. This perspective aims to explain the potential of game design principles to generate more motivation and content for therapy integrated with the proper technological context, like virtual reality.
Game in education aims to enhance human motivation and performance in a given activity. Gamification experts and health researchers are still unsure about the status of progress of game for health. ...So, to fill in this gap, the present study aimed to analyze scientific productions to identify production trends, subject areas, countries, institutes, and authors in these three areas on gamification, game-based learning, and serious games in medical education, as well as to determine co-authorship patterns.
The present descriptive quantitative research was conducted through scientometric analysis by using co-authorship networks in gamification, game-based learning, and serious games. First, an advanced search was performed from 1990 to 2020 and the studies were retrieved from Web of sciences, on Aug 17, 2021 The plain text format of data was inputted to Microsoft Excel, CiteSpace and Gephi to analyze scientometric maps for the three domains. Subsequently, the required indicators to review co-authorship networks were obtained: Degree centrality, Betweenness centrality, Closeness centrality, Density, Clustering coefficient, collaboration index and collaboration coefficient.
There were 466 documents in gamification, 155 documents in game-based learning, and 295 documents in serious games. The results indicated the rising trend of scientific publications on the three domains. US was a prolific country in all three domains. Author collaboration has remarkably increased, although the number of single-author articles is still high.
Due to the increasing growth of publications on these three domains, research can be continued by forming specialized groups and supporting joint publications. Also, research policy-makers should promote author collaborations on the national and international scale.
This paper aims to investigate how a gamified learning approach influences science learning, achievement and motivation, through a context‐aware mobile learning environment, and explains the effects ...on motivation and student learning. A series of gamified learning activities, based on MGLS (Mobile Gamification Learning System), was developed and implemented in an elementary school science curriculum to improve student motivation and to help students engage more actively in their learning activities. The responses to our questionnaire indicate that students valued the outdoor learning activities made possible by the use of a smartphone and its functions. Pre‐ and post‐test results demonstrated that incorporating mobile and gamification technologies into a botanical learning process could achieve a better learning performance and a higher degree of motivation than either non‐gamified mobile learning or traditional instruction. Further, they revealed a positive relationship between learning achievement and motivation. The correlation coefficient for ARCS dimensions and post‐test shows that the ARCS‐A (attention) is greater than ARCS‐R, ARCS‐C and ARCS‐S. This means that the attention (ARCS‐A) of this system is an important dimension in this research. The results could provide parents, teachers and educational organizations with the necessary data to make more relevant educational decision.
We test the hypothesis that gamification can increase consumer saving behavior. In a field study (N = 331), consumers who logged their savings over a 4-week period in a gamified web app were more ...likely to reach their saving goal than consumers who used a nongamified version of the app.
Speaking skills are essential language skills to master in the digital era. Indonesian teachers are therefore challenged to develop approaches and materials according to the development of students ...in this era. Gamification is an approach that Indonesian language teachers can develop to be more effective and make students involved in learning. This study intends to further explore gamification's effectiveness in learning speaking skills. The research is a quasi-experimental study involving 34 students of class XI IPS MAN 4 Jakarta in one learning session. All students were involved in total sampling and received treatment as a whole without a control group. The data were observed using a questionnaire according to the curriculum target and analyzed by frequency distribution. The results showed that gamification improved students' abilities, learning motivation, and engagement. The implication is that the gamification designed in this study can be further developed in accordance with the study's limitations. The game can also be developed digitally.
Buildings consume a significant amount of energy, estimated at about one-third of total primary energy resources. Building energy efficiency has turned out to be a major issue in limiting the ...increasing energy demands of the sector. Literature shows that building user behavior can increase the efficiency of the energy used in the building and different strategies have been tested to address and support this issue. These strategies often combine the quantification of energy savings and qualitative interpretation of occupant behavior in order to foster energy efficiency. Strategies that influence building occupant behaviors include eco-feedback, social interaction, and gamification. This review paper presents a study conducted on the state of the art related to the impact of building user behavior on energy efficiency, in order to provide the research community with a better understanding and up-to-date knowledge of energy, comfort-related practices, and potential research opportunities. Achieving and maintaining energy-efficient behavior without decreasing the comfort of building occupants still represents a challenge, despite emerging technologies and strategies as well as general research progress made over the last decade. Conclusions highlight eco-feedback as an effective way to influence behavior, and gamification as a new opportunity to trigger behavioral change. The impact of user behavior is difficult to quantify for methodological reasons. Factors influencing human behavior are numerous and varied. Multi-disciplinary approaches are needed to provide new insights into the inner dynamic nature of occupant’s energy behavior.
•How does mobile technology-enabled HR gamification affect employee job performance?•Our central thesis was tested with a survey dataset from 134 Spanish firms.•Mobile technology is associated with ...the execution of HR gamification initiatives.•HR gamification initiatives improve job satisfaction and employee engagement.•Employee engagement and job satisfaction are the pathways to improve job performance.
This study draws from the information technology (IT)-enabled organizational capabilities perspective, technology affordance theory, and theoretical foundations of organizational gamification to examine how firms’ usage of mobile technology may be associated with the execution of human resource (HR) gamification initiatives and its effect on employee job performance and financial performance. Our central thesis was tested with a survey dataset from 134 firms. We found that: (1) Mobile technology-enabled HR gamification initiative improves job satisfaction and employee engagement and (2) employee engagement and job satisfaction are the pathways to improve job performance and create business value from IT.